mingyang-essay2002
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Issues for Distributed Multimedia SystemEssay in course DIF8914 Distributed Information System
Gu Mingyang, November, 2002
IDI, Norwegian University of Science and Technology, 7491 Trondheim, NORWAY
Abstract
Multimedia applications generate and consume continuous streams of data in real time. They
contain large quantities of audio, video and other time-based data elements, and the timelyprocessing and delivery of the individual data elements is essential. In distributed system, data
transmission is pre-requisite. So the main topic in distributed multimedia system is how to
transfer multimedia data within the demanded quality. This paper discusses the requirements
imposed by multimedia computing, and then provides two framework models to meet some ofthese requirements.
1 IntroductionMultimedia applications generate and consume continuous streams of data in real time. They
contain large quantities of audio, video and other time-based data elements, and the timely
processing and delivery of the individual data elements is essential. In distributed system, data
transmission is pre-requisite. So the main topic in distributed multimedia system is how to
transfer multimedia data within the demanded quality.
The existing standards and platforms about the distributed system, such as RM-ODP, CORBA
and DCE, mainly focus on the discrete data transmission. The introduction of multimedia
computing puts a large number of new requirements on distributed system.
Firstly, the distributed multimedia system should be able to provide support for continuous
media types, such as audio, video and animation. The introduction of such continuous media
data to distributed systems demands the need for continuous data transfers over relatively long
periods of time. For example, playing a video from a remote website implies that the
timeliness of such media transmission must be maintained in the course of the continuous
media presentation.
The second requirement of distributed multimedia applications is the need for sophisticated
quality of service (QoS) management. In most traditional computing environments, requests
for a particular service are either met or ignored. But in multimedia system, there are more
contents, which can be classified into static QoS management and dynamic QoS management.
Another requirement of distributed multimedia applications is the need for a rich set of
real-time synchronization mechanisms about continuous media transmission. Such real-time
synchronizations can be divided into two categories: intra-media synchronization and
inter-media synchronization.
A further requirement is to support multiparty communications. Many distributed multimedia
applications are concerned with interactions between dispersed groups of users, for example,
a remote conference application. So it is important for distributed multimedia system to
support multiparty communication.
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In order to meet such requirement, some new frameworks appear. In this paper, we will
introduce two framework models.
In the first model, we model the stream as binding object. And this model will establish a
middleware platform to resolve user-oriented QoS using such binding objects.
The second model is based on the idea that the new differentiated or integrated servicesrespond to the needs of new applications, which means the framework provides a number of
services and satisfies the requirements of different applications through selecting or
integrating these services. This framework provides a guaranteed end-to-end QoS in an IPv6
differentiated services environment.
The essay is structured as follows. Section 2 presents some terms mainly about the
multimedia definition. Section 3 describes the four requirements in detail imposed by
multimedia computing. Section 4 introduces two framework models trying to meet such
requirements. Conclusions are presented in section 5.
2 Terminology and Related Topics
In this section, two concepts, such as media, multimedia, will be introduced. And then the
characteristics of multimedia will be described.
Definition Media:The term media refers to the storage, transmission, interchange, presentation, representation
and perception of different information type (data types) such as text, graphics, voice, audio
and video.
According to different application goals, the definition emphasizes different aspects of media.
In the case of the definition of multimedia, the representation media is focused on.
Definition Multimedia:The term multimedia is used to denote the property of handling a variety of representation
media in an integrated manner.
Representation media is related to how information is described (represented) in an abstract
form, for use within an electronic system. For example, for the data of text, we can present it
to user using ASCII characters, grey-scale graphics or colorful graphics. In this example,
different representation types are used to present the same content.
In order to store or transfer multimedia data, two types of media ought to be classified:continuous media and discrete media. Continuous media types are those with an implied
temporal dimension: items of data must be presented according to particular real-time
constraints for a particular length of time. For example, audio, video and animation belong to
continuous media type. On the contrary, the discrete media types have no relation to time
limitation. Examples of discrete media types are text and graphic.
It is reasonable to fully integrate the discrete media types and continuous media types, but to
support the representation of continuous media type will need considerable demands on the
underlying technologies. Continuous media types may be represented in either digital or
analogue format. In this paper, all the discussion will focus on the digital continuous media.
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A distributed system is designed to support the development of applications and services
which have a physical architecture consisting of multiple, autonomous processing elements
that do not share primary memory but cooperate by sending asynchronous messages over a
communication network.
There are some standards and platforms developed to support distributed system on traditionaldata type. But handling multimedia data on distributed system throw considerable
requirements on the design and development of distributed system.
3 Requirements
The introduction of multimedia adds some significant requirements to the developers of
distributed system platforms. We can discuss such requirements in four categories:
3.1 Support for continuous media
The first requirement of multimedia is the need to provide support for continuous media
types, such as audio, video and animation. The introduction of such continuous media data todistributed systems demand the need for continuous data transfers over relatively long periods
of time. For example, playing a video from a remote website implies that the timeliness of
such media transmission must be maintained in the course of the continuous media
presentation.
Simple streams and complex streams
We can see the continuous multimedia as stream when transferring through the distributed
system. On closer examination, stream interaction is a general concept covering a number of
different styles. It is possible to identify two broad classes of stream interaction.
Simple streamsA simple stream consists of a single flow of data where the data is of a single continuous
media type, such as a single flow of audio or video data.
Complex streamsA complex stream consists of several flows of data where each flow has a designated and
potentially distinct media type. For example, a complex stream could consist of an audio
flow and a video flow or two separate audio flows.
Complex streams introduce more complexity into the distributed systems than simple streams.Of course, complex streams can be constructed from individual streams. And the individual
flows of a complex stream can be transmitted down separate connections. But as a whole,
some more complex works must be considered, such as separating and integrating individual
flows at the ends of transmission.
Programming models and system supports for continuous media
Existing programming models and system platforms for distributed computing are normally
based on discrete interactions:
Asynchronous or synchronous message passingRemote procedure calls
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Object invocation
The first two models are associated with client-server computing and the latter paradigm with
object-oriented models. However, they do not fit for handling or transferring continuous
media which will last a long period and have concrete temporal demands. We can therefore
identify a need to provide explicit programming models and system supports for continuousmedia computing.
3.2 Quality of service management
The second requirement of distributed multimedia applications is the need for sophisticated
quality of service management. In most traditional computing environments, requests for a
particular service are either met or ignored. But in multimedia system, there are more
contents.
Quality of service management encompasses a number of different functions, and we can
classify them into two types of aspects: static aspects and dynamic aspects.
Static aspects
Static QoS management functions are carried out when a given service is initially established.
The goal of these functions is to ensure that the appropriate steps are taken to attain the
desired quality of service.
QoS specificationThe QoS specification refers to the creation of the QoS contract using an appropriate means
to express the QoS requirements. For example, the QoS contract could state the concrete
demands on different measurement dimensions such as the timeliness, volume andreliability.
QoS negotiationThe QoS negotiation refers to achieving an agreement on the QoS contract between all
involved parties. This function will focus on establishing the concrete quality of service for
each of the involved components and ensuring that the whole quality of service can satisfy
the acceptable bounds defined in the contract.
Admission controlIn order to ensure whether or not the system can provide desired QoS, we usually carry out
an admission control test. The admission control test will determine if the system candeliver the required service at that precise moment. If the test is passed, the system will
then guarantee that the quality of service can be met. The admission test puts some concrete
demands on different resources such as memory and the network, so it is necessary to
combine the admission test with resource reservation.
Resource reservationThe resource reservation is used to guarantee the desired service level to be meet by
reserving resources to that concrete service, such as network, memory and processor.
Dynamic aspects
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Dynamic QoS management functions are used to monitor and control the run-time quality of
service. The goal of these functions is to ensure that the appropriate steps are taken to
maintain the desired quality of service.
QoS monitoring
This function is used to monitor the level of service being offered by the involvedcomponents and report any problems. Here, the user should specify the granularity of the
monitoring, for example, how often should the monitoring function execute, every second
or every hour?
QoS policingBesides monitoring the system components to maintain the level of service, we should
ensure that the users of the service are adhering to the contract. This function is carried out
by QoS policing. For example, the QoS contract demands the users to send videos 30
frames per second in a communication. It is important to ensure that the sending speeds are
within the limitation.
QoS maintenanceQoS maintenance is concerned with actions that can be taken to ensure that the level of
service is maintained in a concrete process of service. For example, if a decline of QoS is
detected, the service can ask for more resources from the system in order to keep the level
of service. Usually, such actions are enough to deal with minor fluctuations of quality of
service. If the contract of service is clearly broken, we will have to use QoS renegotiation
function.
QoS renegotiationIf the contract of service is apparently broken down, it becomes necessary to notice the user
of the service and to start a renegotiation of the quality of service. The user at this stage
may decide to make a new contract or abort this service.
3.3 Real-time synchronization
A further requirement of distributed multimedia applications is the need for a rich set of
real-time synchronization mechanisms about continuous media transmission. Such real-time
synchronization can be divided into two categories: intra-media synchronization and
inter-media synchronization.
Intra-media synchronization
Intra-media synchronization refers to the maintenance of real-time constraints across a single
continuous media connection. For example, in video transmission, this type of
synchronization is used to ensure the video is received with required throughput, jitter and
latency. We can use figure 1 to illustrate these terms.
Throughput of a continuous media transmission is decided by the value of average interval
between frames which indicate the frames transmission speed. Jitter refers to the difference
between an individual interval and the average interval. Latency refers to the time between the
sending and the receiving.
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T1 T2 T3 T4
TimeJitter
IntervalTi: arrival time of video frame i
Figure 1. Intra-media synchronizaition
Inter-media synchronizationInter-media synchronization is more complex and concerned with arbitrary different media
types. We can discuss some examples here which include the synchronization between audio
and video channel and the synchronization between text subtitle and video sequences. Thefirst example illustrates an inter-media synchronization between two continuous media types,
and the last one is between a continuous media type and a discrete media type.
3.4 Multiparty communications
Many distributed multimedia applications are concerned with interactions between dispersed
groups of users, for example, a remote conference application. So the final requirement of the
distributed multimedia system is the need to support multiparty communication.
Programming models and system supports
In order to support multiparty communications, we need new programming models. Such
models should support different styles of multicasts such as 1N, N1, MN. In addition,
such models should provide some functions to manage the meeting groups including the
functions to create and destroy groups, join and leave groups. Also, it is necessary to provide
underlying system support for multiparty communications. For example, without system
support, the demanded bandwidth will be excessive. We can lessen the bandwidth through
constructing the multicast graphs through splitting and merging functions which definitely
need the system supports.
Impact on QoS management
In multicast communications, different receivers may require different qualities of service, so
it adds considerably complexity to quality of service management. We can see it more clearly
through figure 2.
Impact on synchronization
Multiparty communication also adds complexity to synchronization in general. It is important
to be able to support a variety of policies for ordering of data delivery, for example, real-time
ordering, causal ordering, attribute ordering and partial ordering.
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ReceiverA
ReceiverBSender
ReceiverC
F1
F2 ReceiverDFilter
Figure 2. Multicast communication
Sender sends video at 30 frames per second (full color)
ReceiverA receives video at 30 frames per second (full color)
ReceiverB and ReceiverC receives video at 10 frames per second (full color)ReceiverD receives video at 10 frames per second (grey-scale)
4 Framework ModelsThere are some standards and platforms for distributed systems such as ISOs Reference
Model for Open Distributed Processing (RM-ODP), OMGs Common Object Request Broker
Architecture (CORBA), and Open Groups Distributed Computing Environment (DCE) and
so on. But almost all of the standards and platforms are designed for discrete data
transmissions, and they do not fit for distributed multimedia system, especially for continuous
media transmission. Here, I will introduce two framework models, which try to resolve some
requirements discussed above.
4.1 A QoS Framework for Streaming
In distributed multimedia system, the multimedia data is transferred as stream. The designersmodel a stream as binding object. In this framework, we focus on establishing a middleware
platform to resolve user-oriented QoS using such binding objects.
Object Model
Figure 3 shows the object model we use to structure the framework. Each object encapsulates
state and behavior and can expose operational and streaming interfaces to other objects.
Figure 3. An object with operational and streaming interfaces
Operational interfaces allow client objects to invoke computational services onto the object
that exposes the interface (acting as a server object). Streaming interfaces allow objects to
exchange one ore more flows of continuous information (audio or video information).
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QoS-aware Middleware Platform
We propose a platform that is capable to associate a QoS with an objects streaming interface
same or another objects operational interface.
he
nd-user. Agents invoke the services of our platform to bind endpoint objects and to control
on
igure
ataba object via
e binding object. The player user consumes the stream that the binding produces. The two
g
he binding object of Figure 4 may encapsulate a large number and a variety of resources and
ex QoS control activities. We will further decompose the platformto two horizontal parts (client and server) and three vertical planes (data transfer plane, QoS
nsfer plane includes the objects that are capable of forwarding the data units of
a multimedia stream.
pendent as well as transport dependent stream processing. Examples
and to control this QoS through the
The application objects, such as cameras, speakers, files, are endpoints of audio and video
stream. The application layer contains agent objects that act as a service object for t
e
the QoS of local endpoint objects. A binding object allows endpoint objects in the applicati
layer to exchange a stream of multimedia information.
4 show an example, a player user sees the video files stored in the remote video
s ayer
Figure 4. Binding object interconnecting two application objects
F
d e. The video server produces an audio-video stream that flows to the pl
th
agent objects use the operational interfaces of the player, the video server and the bindin
object to control the QoS of the streams that these objects produce.
The Platforms InternalsT
it needs to perform complin
control plane and QoS management plane), which is shown in figure 5. Across these three
planes we distinguish between a middleware layer and the Distributed Resource Platform
(DRP) layer.
Data TransferThe data tra
An object in the data transfer plane of the middleware layer encapsulates resources that
perform transport-inde
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of the former are encoders and multiplexers; an example of the latter is a packager that c
adapt an MPEG encoded stream for transmission over UDP.
The objects in the data transfer plane of the DRP encapsulate
an
the distributed resources (IP
uters, bridges) that provide end-to-end connectivity.
he objects in the QoS control and management planes of the middleware layer and the
eam flowing through the data transfer plane.
ach bin iddleware
yer and ing interfaces
ngs
re not
art of a particular binding. Rather, they can be considered part of every binding because their
ro
QoS Control and ManagementT
DRP layer govern the QoS of the str
ding he m
the DRP layer. These objects control the QoS of the bindings stream
Figure 5. Two-dimensional version of the QoS framework
E object encapsulates a set of objects in the QoS control plane of t
la
during its lifetime. We propose that objects in the QoS control plane are responsible for
establishing a QoS for a binding. The establishment of QoS typically involves the negotiationof an acceptable QoS followed by the reservation and initialization of objects in the data
transfer plane to fulfill the negotiated QoS. Other activities that can be found in the QoS
control plane involve predicting a bindings current and near-future QoS, keeping a bindi
current QoS in line with the negotiated QoS, and releasing a binding and its resources.
The objects in the QoS management plane of the middleware layer and the DRP layer a
p
activities transcend the lifetime of individual bindings. Objects in the QoS management plane
for instance take care of fault management and statistics collection.
You can see this model more detailed in [7].
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4.2 A Framework Model Based on IPv6 Environment
d services respond to the
mber of services and
, the communications exchanged within a distributed system can be
ecomposed into several data flows each one requiring its own specific QoS via a consistent
erse set
ataic QoS
Besi les are defined in this framework:
The first one provides multiple transport layer possibilities, such as TCP, UDP;zation of QoS services at
Th t
quirements about the end-to-end QoS are translated to generic parameters understood by the
cond one designates which transport protocol to use (UDP, TCP);
lication;
set of
The main idea in this model is that the new differentiated or integrate
needs of new applications, which means the framework provides a nu
satisfies the different requirements of different applications through selecting or integrating
these services. This framework provides a guaranteed end-to-end QoS in an IPv6
differentiated services environment.
End-to-end level
In this framework
d
API (Application Programming Interface) offering parameters and primitives for a div
of necessary services. In figure 6, the application layer software is allowed to establish one or
many end-to-end communication channel, each channel can:
Unicast or multicast
Dedicated to the transfer of a single flow of application dAble to offer a specif
des the API, three other modu
The second one implements the mechanisms linked to the utilithe IP layer;
The third one associate a given transport channel with a given IP QoS service.
en he transport layer function calls are translated to the new API and the detailed
re
API. Finally, in addition to QoS parameters, an application must specify four serviceparameters:
The first one characterizes the traffic generated by the application sender;The seThe third one designates the IP layer's QoS management desired by the appThe final parameter identifies the address, either unicast or multicast, of a
destination applications.
Figure 6. The end-to-end communication system
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Network level
performed at the network level can be divided in two categories: those related
the data path and those related to the control path:
e
Three services have been defined at the IP level:
GS (Guaranteed Service) is used for data flows having strong constraints in both delay
, but requiring a minimum average bandwidth;
In i
ntered by a packet when it enters the network. Its logical
tructure is shown in Figure 7.
Packets classification, which is based on information from the IPv6 header;lows to determine whether they are in or out of profile;
SCP);
being in or out profile;
utput int
mplement a set of forwarding behaviors called Per Hop
ehavior (PHB). These behaviors are implemented through scheduling. They are integrated in
Behavior Aggregate classifier which classifies
ackets according to their DSCP, and the rate control at the output of core routers that isnecessary to avoid congestion.
QoS functions
to
On the data path, QoS functions are applied by routers at the packet level in order to
provide different levels of service.On the control path, QoS functions concern routers configuration and act to enforce th
QoS provided.
and reliability;
AS (Assured Service) is appropriate for responsive flows having no strong constraintsin terms of delay
BE (Best Effort) service offers no QoS guarantees.
put nterface of edge router
This is the first interface encou
s
This interface is in charge of:
Measuring AS and GS fShaping GS packets and dropping them if necessary;Marking AS and GS packets with the appropriate Different service code point (DMarking AS packets with the precedence due to theirMarking BE packets to prevent them from entering the network with the DSCP of
another service class.
erface o
Figure 7. Input interface structure
O f all routers
In this model, all routers must i
B
the output interface of each router (Figure 8).
Two additional points must be mentioned: the
p
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FIFO: First-in, First-out queue
PBS: Partial Buffer Sharing
Figure 8. Output interface structure
WFQ: Weighted Fair Queuing
PQ: Priority Queuing
You can see this mode
Conclusions
ted multimedia system in some depth.
t wing areas have been looked at in detail: support for continuous media,
nagement, real-time synchronization and multiparty communication.
l more detailed in [2].
5
This essay has examined the requirements of distribu
Par icularly, the follo
quality of service ma
This essay also introduces two framework models trying to solve such requirements. To be
frank, these frameworks are just for testing. In order to fully meet such requirements, we
should develop a new architecture and some new technologies.
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